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Medieval Madness VP915 FS [VP 9.x Cabinet FS]


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#141 jpsalas

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Posted 28 April 2013 - 02:53 PM

I have spent the whole day with this ramp problem. I have used walls with the collidable option, I have used dropwalls, and I even used another gate. It works from time to time. I think there are too many ramps and dropwalls in that area.

It is using the same kind of ramp that it was working before, so why it stopped working? I guess I'll continue a little more...


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#142 hmueck

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Posted 28 April 2013 - 03:07 PM

<blockquote class='ipsBlockquote'data-author="kiwi" data-cid="223736" data-time="1367155864"><p>
I do not deserve the title of king of the bugs. :(<br />
 <br /></blockquote>

Yes, you do! Not many people understand VP on a level that you do!
You found (and most often fixed at the same time) more bugs than anybody else i can think of. Live with it... ;)
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#143 Aaron James

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Posted 28 April 2013 - 04:07 PM

I do not consider this a problem. The real table acts weird all the time, and the ball flies off the drawbridge ramp, flies into the moat when it shouldn't ... I feel the more random a VP table is, sometimes it's better than being predictable, a real pin table , we all know, crazy shit happens!

But I haven't played update 2.1.4, only the one right before that.

vpsig.jpg


#144 MTPPC

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Posted 28 April 2013 - 04:17 PM

I do not consider this a problem. The real table acts weird all the time, and the ball flies off the drawbridge ramp, flies into the moat when it shouldn't ... I feel the more random a VP table is, sometimes it's better than being predictable, a real pin table , we all know, crazy shit happens!

But I haven't played update 2.1.4, only the one right before that.

It falls through the drawbridge every single time. This is a problem. It's a great table, and 2.4 works fine as far as I can tell.



#145 kiwi

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Posted 28 April 2013 - 04:58 PM

For me is not a problem of option collidable.
When the ball falls below, it is because the ramp is really not collidable.
At first launch of the table, the Select Case starts from

 

BridgeStep = 0


instead of

 

BridgeStep = 1 Case 0


When the ramp must be collidabile the BridgeStep = 4 instead of BridgeStep = 5 Case 4
This is my dirty solution.
I added a third Case and a timer set to 0.7 seconds.

 

Sub CastleGateTimer_Timer
Select Case BridgeStep
Case 0:Controller.Switch(56)=True:bridge.Collidable=False
Case 1:Door1.Move 0, 1, 90:Controller.Switch(56)=False
Case 3:Timer1.Enabled=1
Case 4:Controller.Switch(57)=True:bridge.Collidable=True
Case 5:Door.Move 0, 1, 180:Controller.Switch(57)=False:bridge.Collidable=False
End Select
BridgeStep=BridgeStep+1
If BridgeStep=8 Then BridgeStep=0
End Sub

Sub Timer1_Timer
If BridgeStep<5 Then
BridgeStep=5
Controller.Switch(57)=True:bridge.Collidable=True
End If
Timer1.Enabled=0
End Sub

 


After a couple of hours of testing I saw that the back image of the Gate1 is not right,
is not upside down.

 

Hmueck Thanks for the kind words.

 

Thanks

 

Max

 

Edit : I forgot to mention that the Timer1 must have the box "Timer Enabled" unchecked.


Edited by kiwi, 28 April 2013 - 05:52 PM.


#146 jimmyfingers

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Posted 28 April 2013 - 05:00 PM

I have spent the whole day with this ramp problem. I have used walls with the collidable option, I have used dropwalls, and I even used another gate. It works from time to time. I think there are too many ramps and dropwalls in that area.

It is using the same kind of ramp that it was working before, so why it stopped working? I guess I'll continue a little more...

Hey JP, I was thinking that maybe there's an element into the randomness and ball behaviour with these objects that are giving problems that is related to the new ball size increase.  I noticed previously that this table has all PF level objects raised by 50, seemingly for facilitating the moat, however, the height of the ball is now set at 54 where it seems from a summary glance that the height of the raised objects is still around 50.   I've noticed that in VP if tha ball hit's a ramp object and is even slightly less than half way below it, it could appear as though it did not hit it at all / fall through it.  I have not had too much experience with this aspect, but I'm sure you have more experience in this realm and could assess that potential better.  At first thought, though, it seems like the taller ball would raise the potential transection point of the ball if the rest of the other objects stayed at 50 and cause less of problem for falling through something.

 

None the less, I thought I'd raise this aspect for food for thought, had you done any of your recent testing regarding these problems with the ball set back to 50?  Also, on the new table when you said it behaved normally, had the ball size been increased on that one?  The ball size increase definitely helps the table look and play better IMHO, so it would be nice to keep but maybe some playfield objects could be / need to be updated to match this physical change in the ball.  Thanks for your efforts on the table and don't burn yourself out on the issue as maybe it's one of those ones that is best to leave but to potentially come back to or discover something that helps resolve it down the road. :dblthumb:



#147 Aaron James

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Posted 28 April 2013 - 05:43 PM

Oh wow I didn't know it was that bad. As I said I was still playing the previous updated version. The problem is probably something very small. It usually is. Hard part is finding the little bugger.

vpsig.jpg


#148 jpsalas

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Posted 28 April 2013 - 05:55 PM

Thanks for all your ideas and thoughts! :) I had been checking the timer and I saw (or I thought that I saw)  that the variable BridgeStep was right, but what I didn't realize that it had one number less than it should be, and the timer stopped at 4 and the bridge was not collidable. Thanks Kiwi! Instead of to add a new timer I think I'll see first to adjust the main bridge timer, so it works perfectly with the rom.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#149 jpsalas

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Posted 28 April 2013 - 07:32 PM

New and last update ... for now :)


2.4.2 Updated 28 April
- Fixed new bug introduced to the castle bridge
- Some small graphic changes (playfield, ramps)


If you want to check my latest uploads then click on the image below:

 

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#150 Hyper

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Posted 28 April 2013 - 08:05 PM

I just played 3 games and all seems well.

No ball was falling into the moat and also no locked ball made a castle destroy.

 

THANKS JP :otvclap:



#151 gogo69

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Posted 28 April 2013 - 09:02 PM

works perfect now !!!!!!!

thank you JP


Edited by gogo69, 28 April 2013 - 09:03 PM.

my cab : click!


#152 Aurich

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Posted 29 April 2013 - 11:19 PM

JP strikes again!  :8):



#153 ClarkKent

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Posted 30 April 2013 - 09:07 PM

Can somebody tell me something about the troll bombs? It seems that it does not work right in version 2.4.2 but I may be wrong. It seems that the troll bombs were always there since the first release of Medieval Madness but this is also not completely sure. Can somebody bring some light to this matter?



#154 RatKing

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Posted 02 May 2013 - 12:41 AM

Really great table!  I did notice when the ball rolls down the right sling slowly it seems to get bumped toward the left when it's at the bottom of the sling instead of falling straight down to the flipper.  Did anybody else notice this?  The left sling does not seem to have the problem.



#155 Hyper

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Posted 02 May 2013 - 08:12 AM

Hi,

 

I have noticed the same but could not get clear what happened exactly, because 9 out 10 times you will loose the ball.


Edited by Hyper, 02 May 2013 - 08:13 AM.


#156 jpsalas

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Posted 02 May 2013 - 04:44 PM

Really great table!  I did notice when the ball rolls down the right sling slowly it seems to get bumped toward the left when it's at the bottom of the sling instead of falling straight down to the flipper.  Did anybody else notice this?  The left sling does not seem to have the problem.

Both inlanes feel the same to me, no bump.


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#157 kiwi

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Posted 02 May 2013 - 06:04 PM

Really great table!  I did notice when the ball rolls down the right sling slowly it seems to get bumped toward the left when it's at the bottom of the sling instead of falling straight down to the flipper.  Did anybody else notice this?  The left sling does not seem to have the problem.

Both inlanes feel the same to me, no bump.

I noticed this too , when I tried it.
The Wall10 is not aligned with the rightslingshot.


The Gate1 does not have the image Back appropriate.

 

Thanks

 

Max



#158 jpsalas

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Posted 03 May 2013 - 01:50 AM

Thanks kiwi! I see the right slingshot now, I thought it was the right inlane :) And I see the gate too :)


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#159 85vett

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Posted 03 May 2013 - 03:18 AM

Anyone notice that the top of the damsil and the whole troll light inserts are just wood?  Very odd.  I exported the images and noticed that's how they were on all 4 images.

 

JP - This an easy fix (as in you still have the correct image files handy)?  If not, I can try to work on it.


Edited by 85vett, 03 May 2013 - 03:19 AM.


#160 jpsalas

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Posted 03 May 2013 - 04:08 AM

Anyone notice that the top of the damsil and the whole troll light inserts are just wood?  Very odd.  I exported the images and noticed that's how they were on all 4 images.

 

JP - This an easy fix (as in you still have the correct image files handy)?  If not, I can try to work on it.

Yes, I see that. I wonder how did that happen. Well, I'll make an update this weekend, and I'll fix that gate and the right slingshot.


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vp.jpg